regul
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Join Date: Apr 2007
Posts: 991
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Re: Complex 8.x [beta 0.9] Вайгры доступны
Ок, всё внёс. Полный список, сразу на английском:
смотретьMain disbalanse:
1.in beta 8095 Vaygr can come to the Hiigaran with upgraded Cruiser on 20 game minute, when hiigara have nothing, or too weak defence. Its imbalance, our best players can do
nothing with it. Main cause is that Hiigara must spent too many resourses on power and rank development.
2. Many units and stuff avaliable too later in game, when player dont need it, or just cant research and use them
Suggestions:
1.
Energy:
Ship power generator's production must be doubled. now we have too slow development for hiigara, exactly because of power starvation in early game. (because of they must have 4
ships in early game - mothership and 3 stations, while Vaygr have just mothership). So, hiigarans must spent about 15000 RU's in early game for not having problems with energy
(2 power generators - 2000, power station - 2800, 5 magnets - 5000, power research lvl1 - 4000), when Vayrs - just about 4000 (power generator - 1000, two power researches -
3000).
Ranks:
Hiigarans must built crew station and to buy ranks, when Vaygr just gains it free. I think ranks buying must be disabled or rank costs must be decreased at least in twice .
2.
Hiigaran:
1) too many shipyards. battle SY and Gudjking is enough. (nobody will built original SY, because others is more interesting)
2) mine corvete must be avalianle just with research station with no divisions. mines lifetime must be improved. only in that case its usable. (before guardians and shuttles)
3) delete officer crew on Power station and research station. Vaygrs have 5 officers to use in early game (1 cruiser and 1 heavy destroyer, for example), Hiigarans - 0. its
imbalance and unfair.
4) All corvettes, frigates, all platforms, destroyers and cruisers must be free on science division. on engeneering all go to the endame units and nobody will research strike
craft.
5) all sentinel's weapons must be free on science division but long range artillery and long range nuclear - on Engeneering.
6) Fast tracking platforms must be on reseach division. it is almost one chanse to defend hiigarans against early vaygr cruiser/destroyer rush.
7) attack angle of missile platforms is too small.
8) additional core has too cheapy hyper. it must have no hyper ability or has expensive price. or has less powerful explosion. or it becames cheating unit.
9) weapon station overpowered. At least 8 artillery cannons (50000 range) just for 8000RU's is too much. Let them be buildable or give WS all types of guns (1 for each type)
which can buid Adv.Sentinel.
10) Let Intruder to have anti-radiation shield - vaygrs have swarm corvettes, it right.
Vaygr:
1) В: strike, scatterer, plasma corvettes, missilebomber, multirole fighter, concussion, warfare, artillery, heavy cannon frigates and cruisers researches must be avaliable on
30 honor rank, not earlier, or nobody will use weaker units.
2) B: vaygr flagman ion cannon must not to be an ION cannon - its hiigaran weapon (as vgr_ion cruiser must not be 'ion') also Flagman Cannon must be avaliable after 80 honor,
its too strong.
3) Vaygrs definetly must have a chance to recreate Flagman, like Higarans from Core of both should not have such an opportunity. And its price must not be less than 10000, or we
challenge players to rush with motherships, then re-build it and rush again.
Common:
1) population on planets and orbital station grows too slowly - its very unprofitable to build/capture it. 10 game years (20 min of real time) and only 2000 people = 2000 RU's..
2) solar radiation kills units, even mothership, too fast, it impossible to research solar shields before dying.
3) set in 'multiplayer' screen not Hamachi net, but Tunngle program and Homeworld 2 room. Its more stable, comfortable and there can be 255 members in room.
4) silent orchestra map: 6 start position in radiation, units dying at 30 sec.
5) destroyers officer requirement (except hgn_advanced and vgr_heavy) must be deleted. only if it will be done, destrs can became usable units.
6) Power disruption module must be free to build, and emp researches must be free in early game, or nobody will use it.
7) add multipliers (5-7% and 10% for lvl for health) to exp subsystems, for each ship, which gain next level (100,200,300 e.t.c) can gain stats imrovement. I know that you've
done buildable assets for hgn_Battleship and vortex (again not for vaygrs), but it long ang complicated to add it to all capitals, my way is easier. Let them buy only new guns.
8) About exp again. In what case battleship or any other unit can gain 400-500 exp and not to die? In fight its live less than one minute.. I think you must highly increase exp
gaining in battle (cause/gain damage) and even in this case there must be really important cause to protect ships, output it from fight, to cure it (rather than simply build
more and more new ships). So, it can be not just more powerfull weapon, but maybe defence shield modules, EMP weapons, Sensor jamming modules, dive improvement e.t.c.
Antistrikecraft weapons must be avaliable only for exp too, i think - in that case, at first, increases the role of strikecraft in later game, at second, its additional stimulus.
for player to develop his ships.
9) mines of Guardian and Shuttles must have greater damage than mine corvettes - they deploying it very slowly.
10) Many units (all who have callistoes, EMP and nuclear missiles) stumble upon their missiles or explosions from its rockets when flying at full speed, and gain damage or disable themself.
Добавлено через 35 часов 27 минут
Бегинс написал что откладывает релиз следующей беты на два дня, чтобы добавить наши изменения (все или нет, узнаем в бете 096)..
Last edited by regul : 02-01-2012 at 12:55 PM.
Reason: добавлено сообщение
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